Agath

Keildrithe Oldsun's page

1,220 posts. Alias of TwiceBorn.


Full Name

Keildrithe Oldsun

Race

Human (Karandic)

Classes/Levels

Bard 4 / Ranger 1

Gender

Male

Size

M

Age

22

Special Abilities

Bardic music: countersong, fascinate, distraction, inspire courage +1; Bardic knowledge ; Wild empathy; 1st Favoured enemy: humans; Inspire competence +2; Versatile performance; Well-versed.

Alignment

NG

Deity

Karandic pantheon

Location

Barg

Languages

Karandic, Atuscan

Strength 11
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 14
Charisma 16

About Keildrithe Oldsun

ESSENTIAL GAME STATS

Favoured class: bard

Hit points: 50 (4d8 + 1d10 + 5 CON + 5 Toughness + 4 favoured class)
Current hit points: 50
Initiative mod.: +1
Speed: 30'

AC: 15 (+3 masterwork studded leather; +1 Dex; + 1 Dodge)
Touch AC: 12
Flat-footed AC: 13

ARMOUR: Masterwork Studded leather. Max. Dex: +5; Armour check penalty: 0; Weight: 20 lbs.

SAVING THROWS

Fort: +4 = +3 (base) + 1 (Con mod.)

Ref: +7 = +6 (base) + 1 (Dex mod.)

Will: +6 = +4 (base) + 2 (Wis. mod.)

BASE ATTACK BONUS: +4 CMB: +4 CMD:16

COMBAT

Longsword: Attack bonus (+4); D: 1-8; Crit.: 19-20 (x2); Type: S.

Sling: Attack bonus (+5); D: 1-4; Crit: 20 (x2); Range: 50'; Type: B; Ammo: 9 bullets.

Dagger: Attack bonus (+4 melee; +5 thrown); D: 1-4; Crit.: 19-20 (x2); Range: 10'; Type: P/S.

Short bow: Attack bonus (+5); D: 1-6; Crit.: 20 (x3); Range: 60'; Type: P. Ammo: 20 arrows.

LANGUAGES

Spoiler:
. Karandic
. Atuscan

FEATS AND SKILLS

Spoiler:

FEATS

. Toughness (bonus)
. Extra Performance x 2 (lvl 1 and 3)
. Track (ranger)
. Negotiator (bonus human)
. Dodge (lvl 5)

SKILLS

Total ranks: 1 (human) + 5 lvl 1 (-1 INT penalty) + 5 lvl 2 (-1 INT penalty) + 5 lvl 3 (-1 INT penalty) + 6 lvl 4 + 3 for INT point gain + 6 lvl 5 = 31

Acrobatics: +1 = +1 DEX
Appraise: +0 = +0 INT
Bluff: +8 / +10 vs. humans = +3 CHA + 2 ranks + 3 class (+2 favoured enemy)
Climb: -
Craft: +0 = +0 INT
Diplomacy: +12 = +3 CHA + 4 ranks + 3 class + 2 Negotiator feat
Disguise: +2 = +3 CHA + 1 rank + 3 class
Escape Artist: +1 = +1 DEX
Handle Animal: +8 = Use Perform (percussion) modifier [versatile performance bardic ability]
Heal: +2 = +2 WIS
Intimidate: +8 = Use Perform (percussion) modifier [versatile performance bardic ability]
Knowledge (arcana): +6 / + 8 vs. humans = +0 INT + 1 rank + 2 bardic + 3 class(+2 favoured enemy)
Knowledge (dungeoneering): +2 / +8 vs. humans= + 0 INT + 2 bardic (+2 favoured enemy)
Knowledge (engineering): +2 / +4 vs. humans= 0 INT + 2 bardic (+2 favoured enemy)
Knowledge (geography): +6 + 8 vs. humans = +0 INT + 1 rank + 2 bardic + 3 class (+2 favoured enemy)
Knowledge (history): +7 / +9 vs. humans = +0 INT + 2 ranks + 2 bardic + 3 class (+2 favoured enemy)
Knowledge (local): +7 / + 9 vs. humans = +0 INT + 2 ranks + 2 bardic + 3 class (+2 favoured enemy)
Knowledge (nature): +6 / + 8 vs. humans = +0 INT + 1 rank + 2 bardic + 3 class (+2 favoured enemy)
Knowledge (nobility): +2 / +4 vs. humans = 0 INT + 2 bardic (+2 favoured enemy)
Knowledge (planes): +2 = 0 INT + 2 bardic
Knowledge (religion): +6 / + 8 vs. humans = +0 INT + 1 rank + 2 bardic + 3 class (+2 favoured enemy)
Linguistics: +4 = 1 rank + 3 class
Perception: +7 / +9 vs. humans = +2 WIS + 2 ranks + 3 class (+2 favoured enemy)
Perform (oratory): +10 = +3 CHA + 4 ranks + 3 class
Perform (percussion): +8 = +3 CHA + 2 ranks + 3 class
Perform (all others): +3 = +3 CHA
Ride: +5 = +1 DEX + 1 rank + 3 class
Sense Motive: +8 / +10 vs. humans = +2 WIS + 1 rank + 3 class + 2 Negotiator feat (+2 favoured enemy)
Sleight of Hand: +5 = +1 DEX + 1 rank + 3 class
Spellcraft: +4 = +0 INT + 1 rank + 3 class
Stealth: +7 = +1 DEX + 3 ranks + 3 class
Survival: +6 / +8 vs. humans = +2 WIS + 1 rank + 3 class (+2 favoured enemy)
Swim: --
Use magic device: need ranks (+3 CHA)

CLASS ABILITIES

Spoiler:

Versatile performance: Use Perform (Percussion) check as modifier for Handle Animal and Intimidate checks.

Well-versed: +4 bonus on saves vs. bardic performance, sonic and language dependent effects.

Favoured enemy: human (+2 attack and damage, and +2 to Bluff, Knowledge, Perception, Sense Motive and Survival checks vs. humans)

PHYSICAL DESCRIPTION

Spoiler:
Though Keildrithe is in his early twenties, he appears significantly older. The events in his life have forced him to mature quickly, and he seems remarkably wise for someone his age, something which might be attributed to his exposure to the hedilye craft. He is slender of build and perhaps 5’8 tall. His bright green eyes are penetrating and his expression genuine, yet his gaze also carries a hint of sadness. Keildrithe’s unruly chestnut hair droops to his shoulders, and a leather band keeps it from falling in his eyes. Contrary to Karandic tradition, he presently does not shave the stubble along his jaw line, nor does he trim his moustache. Typically clad in faded burgundy and pine-checked woollen trousers and matching sleeveless vest over a stained white shirt, covered by a black cloak, Keildrithe has recently acquired a worn suit of leather armour from an old friend. He also wears soft leather boots, and carries both a pack and a sheathed long sword on his back.

Keildrithe speaks eloquently with a level but compelling voice, though it has been years since he has recited the epics of his forefathers or honoured them by beating his beldach.

BACKROUND

Spoiler:
Every cycle of the sun, the land that my father and his forefathers before him once called home slips away a little bit more into the shadow, like a glacier that recedes up a great mountain, only scorched and bloodied by the people of Arton. And as the land bleeds, so does the spirit of the Karands. As the great woods retreat ever northward, and the angry ants from the south come and take that which no man can give or own, the tongue of the Karands fades, as does the health and happiness of their children. They sing and laugh no more, while their mothers weep poison tears in floods that could drown the furthest reaches of the empire in guilt… if its inhabitants cared to listen with the heart within their hearts.

My father and his forefathers before him were hedilye—Storytellers. They learned the tales of their ancestors, and the songs of wind, tree and river; they mastered the lore of the beast lords who walked the world before men stood on two legs; and they shared this knowledge with Karands near and far, ensuring that all remembered and honoured the elder times, and passed that knowledge on to their children. The hedilye also watched the world turn, and carried news to the people. Swords and spears would part before the hedilye, enemies would welcome them, and all weighed their words carefully. Indeed, the voice of the hedilye carried Power; their words were Time itself; the beat of their beldachs, Wisdom. They were ambassadors of Peace, and they were gifted entertainers.

But as the Karand are now made to swallow their tongues, so now is the power of the hedilye swallowed back. There are few today who possess their gifts. My grandfather died of fever, and my father perished beneath the thirsty blades of the south men shortly after I reached manhood. Both were accomplished hedilye. The south men took mother away, while I accompanied father on a journey among the northern clans. My little brothers and sisters, too, were taken away. I have only others like myself now—shamed, beaten, alone, slowly forgetting the ways and words of our people. Subsisting on the whims of Atuscan lords, or through the less than honourable use of the skills my father had taught me. Increasingly turning to the drink to forget what screamed within for remembrance, and coming dangerously close to accepting that the old ways were evil, that we must embrace the “good” of the new ways… of Arton’s ways.

It has been nearly ten years since the Endless Sorrow settled in my belly. During that time, I had almost unlearned what little I had learned from my father of the hedilye traditions. Almost. But one day, in my unintended home of Barg, I witnessed a young Karand from the wild north, Laithe Greycoat, preaching about the harm that was being done to the spirit of the land… to the spirit of our people… and I remembered…

… and I knew that, for the sake of my forefathers, for the sake of the ancient beast lords, for the sake of the Karand, I must shed the Endless Sorrow. Though far from the hedilye that my father and his father were, I must carry new words of hope to our people, and help them draw on the strength of our ancestors. I must fight back while keeping to the shadows, and must ensure that I am not the last to carry the proud traditions of the hedilye.

It took a few days for this new purpose to sink in. Then, I went to my father’s grave and unearthed his old sword. Friends generously gave me what gifts they could, though they be as destitute as I. I did not question where the small fortune in coins they had provided me with came from, though I knew it was beyond the means of poor folk to save such coin from the meagre wages their Atuscan masters gave them. And swearing an oath to the emancipation of my kin, I searched again for this Laithe Greycoat, who might help me to reconnect with my spiritual heritage and to free the soul of my people from crushing despair, to reverse the erosion of their identities. I sensed destiny calling, and Fharlanghn the Far Walker unveiling my path… Little did I know that he would also place others on that path that would so deeply alter my fate…

SPELLS

Spoiler:
Spells known:

0 level: Daze, Detect Magic, Prestidigitation, Read Magic, Lullaby, Songbird (latter from Spell Compendium.

1st level: Cure light wounds, Sleep, Charm Person, Disguise Self.

2nd level: Enthrall, Tongues.

Spoiler:
Spell slots:

0 level: 1 (unlimited) Current slot:
1st level: 3 + 1 = 4 Current slots (unused): 1
2nd level: 1 + 1 = 2 Current slots (unused): 1

Bardic music:

. Total number of rounds/day: 25 (4 lvl 1 + 3 CHA + 6 lvls 2-4 + 12 extra performance)
. Total rounds left: 23

EQUIPMENT, MAGIC ITEMS and ENCUMBRANCE

Spoiler:

. Backpack (location: back; weight: 2 lbs.)
. Sling and 8 bullets (location: hanging from belt; weight: 5 lbs.)
. Dagger (location: sheath/belt; weight: 1 lbs.)
. Long sword (location: sheath/back: weight: 4 lbs.)
. Masterwork Studded leather (location: worn under cloak; weight: 20 lbs.)
. Backpack (location: back; weight: 2 lbs.)
. Bedroll (location: backpack; weight: 5 lbs.)
. Traveler's outfit (location: worn; weight: 5 lbs.)
. 10 candles (location: backpack; weight: --)
. Flint and steel (location: belt pouch; weight: --)
. Whetstone (location: belt pouch; weight: 1 lbs.)
. Waterskin (location: backpack; weight: 4 lbs.)
. 1 day's rations (location: backpack; weight: 1 lbs.)
. 2 belt pouches (location: belt; weight: 1 lbs.)
. 2 sacks (location: backpack; weight: 1 lbs.)
. Beldach (bodhran) (location: backpack; weight: 5 lbs.)
. javelin (from undead hands)
. tea
. mulled wine
. cold weather outfit (weight: 7 lbs.)

Total weight: 60 lbs. (incl. coins)

Encumbrance: Light: 0-33 lbs; Medium: 34-66 lbs.; Heavy: 67-100 lbs.[/b]

Gear/treasure on horse or in saddle bags:

. 2 silver goblets – worth 50gp each
. pottery bowl – worth 1gp
. masterwork shortsword – worth 310gp new
. Atrek's masterwork longbow (and 20 arrows - incl. in gear above) – (composite longbow with +2 strength bonus, worth 600gp)
. Gnoll shortbow and 20 of Atrek's arrows
. pewter flagon (from wolf-men) – worth 500gp
. hack silver bracelet (from wolf-men) – worth 200gp
. eight tarnished silver torcs (from undead hands)

From wights:
* 28 ancient gold coins
* 64 ancient silver coins (tarnished)
* 2 x bracelet / armband
* gold medallion with 6 sapphires (engraved with galloping horse);
* two golden stirrups hanging from a rotten saddle;
* ceramic painted dish;

Near the front door of the cabin:

* smooth, pierced river stone (might enable true sight, or to see through glamour of faerie folk?)

MONEY/TREASURE:

Spoiler:

cp: 111
sp: 17
gp: 23
pp: --

EXPERIENCE

Spoiler:
24,400